Purchasing and Consumption Modification Among Iranians Throughout Gamification

Farzaneh Paknejad, S. Mosaddad, H. Naeini
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引用次数: 3

Abstract

Optimal consumption is known as a nowadays concern which is related to scientific improvement, development of technology, product design, design and development based on standards, proper distribution of resources and, consequently, advancement in other less considered areas. Considering marketing, people are persuaded to purchase and consume the products throughout the gamification principles, even if this is more than the users’ needs. This cross-sectional study focused on consumption patterns and gamification. The main objectives of this research was to provide a modified pattern of purchasing and consuming bread through persuading the families. This study was done by simulated gamification patterns and assessment of participants’ feedback. The data was collected through literature review and interviews from a sample consisting of 25 students in the primary school. The results showed that gamification as a main factor was an appropriate stimulus for persuading purchasing and consumption behavior modification. However, the addition of mechanics in a relationship is not enough per se; reinforcement is required to enhance the quality of the perceived experience.
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游戏化过程中伊朗人的购买和消费改变
最优消费被认为是当今关注的问题,它与科学进步、技术发展、产品设计、基于标准的设计和开发、资源的合理分配以及其他较少考虑的领域的进步有关。考虑到市场营销,人们通过游戏化原则被说服购买和消费产品,即使这超出了用户的需求。这项横断面研究的重点是消费模式和游戏化。本研究的主要目的是通过说服家庭提供一种改进的购买和消费面包的模式。本研究通过模拟游戏化模式和评估参与者的反馈来完成。本研究采用文献法和访谈法对25名小学生进行调查。结果表明,游戏化作为一个主要因素是一个适当的刺激说服购买和消费行为的改变。然而,在关系中添加机制本身是不够的;强化是提高感知体验质量的必要条件。
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来源期刊
International Journal of Industrial Engineering and Production Research
International Journal of Industrial Engineering and Production Research Engineering-Industrial and Manufacturing Engineering
CiteScore
1.60
自引率
0.00%
发文量
0
审稿时长
10 weeks
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